Reads haxelib-lock.json
(if exists)
Reads <file>
(if called with -lock-file <file>
) which will partially override haxelib-lock.json
Takes arguments (hxml files or anything else)
Expand hxml files to their actual content
/** Using a faux sphere in screen space, determine the arc transform to orbit | |
* the camera around a target position. A continuous orientation will | |
* be provided for further calls. | |
*/ | |
function arcBallTransform( | |
scrSize, // Screen size, vec2 | |
scrPos0, // Starting mouse position, vec2 | |
scrPos1, // Ending Mouse Positiong, vec2 | |
rotOrientation, // Current arc orientation, quaternion | |
targetPos, // Position to orbit around |
/* | |
Made by _pi_ in VRChat/@pimaker on GitHub | |
Usage: | |
* Make an empty GameObject | |
* "Add Component" a Phalanx | |
* Drop in your Avatar Descriptor | |
* Click "Get Data From Avatar" | |
* Get your Avatar ID from the pipeline component beneath the avatar descriptor | |
* Optionally: Set up a thumbnail and an overlay text to superimpose onto it dynamically |
// | |
// Lookup Tables for Marching Cubes | |
// | |
// These tables differ from the original paper (Marching Cubes: A High Resolution 3D Surface Construction Algorithm) | |
// | |
// The co-ordinate system has the more convenient properties: | |
// | |
// i = cube index [0, 7] | |
// x = (i & 1) >> 0 | |
// y = (i & 2) >> 1 |
global.THREE = require("three"); | |
const canvasSketch = require('canvas-sketch'); | |
const Random = require('canvas-sketch-util/random'); | |
const gradientHeight = 512; | |
const settings = { | |
dimensions: [ 2048, gradientHeight * 2 ] | |
}; |
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
Haxe 4.0 introduces a new way of communicating IDE and the compiler.
Here's what an IDE needs to do:
0
to bind to any available one)haxe --server-connect <port>
where <port>
is replaced with the port number the started TCP server was bound to.// Copyright 2019 Google LLC. | |
// SPDX-License-Identifier: Apache-2.0 | |
// Polynomial approximation in GLSL for the Turbo colormap | |
// Original LUT: https://gist.github.com/mikhailov-work/ee72ba4191942acecc03fe6da94fc73f | |
// Authors: | |
// Colormap Design: Anton Mikhailov ([email protected]) | |
// GLSL Approximation: Ruofei Du ([email protected]) |
Andy Thomason is a Senior Programmer at Genomics PLC. He has been witing graphics systems, games and compilers since the '70s and specialises in code performance.